1 |
if live_call() |
2 |
return global.live_result; |
3 |
var bullet_number = 1 |
4 |
var bullet_spawn_timer = 12 |
5 |
var wave_spawn_timer = bullet_spawn_timer * 5 |
6 |
var bullet_speed = 4 |
7 |
var bullet_offset = 20 |
8 |
var soul = obj_heart_battle_fighting_parent |
9 |
bullet_spawn_direction = point_direction(x, y, soul.x, soul.y) |
10 |
var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball) |
11 |
fireball.direction = bullet_spawn_direction |
12 |
fireball.speed = bullet_speed |
13 |
image_xscale = 1.5 |
14 |
image_yscale = 1.5 |
15 |
shot_count -= 1 |
16 |
if (shot_count > 0) |
17 |
alarm[0] = bullet_spawn_timeralarm[0]if live_call()
return global.live_result;
var bullet_number = 1
var bullet_spawn_timer = 12
var wave_spawn_timer = bullet_spawn_timer * 5
var bullet_speed = 4
var bullet_offset = 20
var soul = obj_heart_battle_fighting_parent
bullet_spawn_direction = point_direction(x, y, soul.x, soul.y)
var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball)
fireball.direction = bullet_spawn_direction
fireball.speed = bullet_speed
image_xscale = 1.5
image_yscale = 1.5
shot_count -= 1
if (shot_count > 0)
alarm[0] = bullet_spawn_timer
else
{
shot_count = 3
alarm[0] = wave_spawn_timer
} |
18 |
else |
19 |
{ |
20 |
shot_count = 3 |
21 |
alarm[0] = wave_spawn_timeralarm[0]if live_call()
return global.live_result;
var bullet_number = 1
var bullet_spawn_timer = 12
var wave_spawn_timer = bullet_spawn_timer * 5
var bullet_speed = 4
var bullet_offset = 20
var soul = obj_heart_battle_fighting_parent
bullet_spawn_direction = point_direction(x, y, soul.x, soul.y)
var fireball = instance_create_depth(x, y, (depth + 1), obj_ceroba_attack_fireball)
fireball.direction = bullet_spawn_direction
fireball.speed = bullet_speed
image_xscale = 1.5
image_yscale = 1.5
shot_count -= 1
if (shot_count > 0)
alarm[0] = bullet_spawn_timer
else
{
shot_count = 3
alarm[0] = wave_spawn_timer
} |
22 |
} |